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Colonization: Independence: Founding Fathers

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  • Colonization: Independence: Founding Fathers

    One uncredited player recommends that [i]f you have started your first colony near one of the other powers (especially the Dutch), turn your first colonist into a statesman. The reasoning is two-fold: first, you acquire your first Founding Father quickly and second, you will reach the critical 50% Sons of Liberty number very quickly. As this same player notes, [t]his will immediately eliminate the weakest colonial power from the new world. Early in the game the odds are decent that you will eliminate the Dutch (assuming you're not playing them). Because of their economic advantage they are seldom the power to be eliminated if you wait until later to reach 50%. [..] [I]n any event you will now only have to deal with [two] rival powers rather than [three].

    The order in which you work towards gaining the following Founder Fathers and in what order is open to much debate. One strategy offered is by the uncredited player first quoted above: Minuit, Cortez, De Soto, Franklin and Drake. His or her reasoning is simple: money. For more on why this is so, watch for his notes (highlighted in this colour) that appear in each of their entries.

    The following is a list of all the Founding Fathers that can be in your Continental Congress. A short biographical sketch and summary of the effects of each is also included.

    TRADE

    Francisco de Coronado (1510-1554): A Spanish Conquistador, he led the first European expedition into the American southwest. He was the first “white man” to observe the Grand Canyon, and the Pueblos of New Mexico.

    Coronado was a great and careful organizer and scout so when he joins your Congress, all colonies currently on the map are exposed, including the area immediately surrounding them.

    Henry Hudson (????-1611): An English explorer in service of the Dutch, he explored the Chesapeake and Delaware Bays and the Hudson River as far north as Albany. Hudson later discovered Hudson Bay and was finally killed by mutineers. Hudson Bay became a primary fur trapping preserve, and the Hudson Bay Company operated extensive trapping and processing facilities for many years.

    When Hudson joins your Continental Congress, the output of all fur trappers increases by 100%.

    Sieur de La Salle (1643-1687): A French explorer, he sailed down the Mississippi River into the Gulf of Mexico, claiming all land drained by this mighty river for the French Crown. He was instrumental in establishing French dominance of the Canadian fur trade.

    When La Salle is in your Congress, all new colonies automatically get a stockade when the population reaches 3.

    Ferdinand Magellan (1480-1521): A Portuguese explorer, he was the first European to lead an expedition that successfully circumnavigated the globe. Although Magellan himself did not complete the voyage, his leadership and daring made it possible.

    With Magellan in the Congress, the movement allowance of all naval vessels is increased by one, and the time it takes to sail from the west map edge to Europe is shortened considerably.

    Hernando de Soto (1500-1542): Ruthless Spanish Conquistador who led the first European expedition into the Southeastern areas of North America. He landed in Florida and explored much of Georgia, Tennessee, Alabama, Mississippi, Louisiana, and Arkansas. In search of gold, he is credited with the slaughter of thousands of Native Americans.

    With De Soto in your Congress, the line of sight of all units increases to two squares, making all units able to see as well as scouts. [He e]nsures that all Lost City rumors are positive (only if you go investigate them with a Scout, though).

    MILITARY

    Hernan Cortes (1485-1547): Spanish conqueror of Mexico and destroyer of the Aztec empire, Cortes is the paradigm Conquistador: a master of conquest and plunder.

    When Cortes joins your Congress, conquered native settlements always yield treasure — and more of it. [He] gets the [K]ing's galleons to transport for free (remember all those treasure trains you're going to get because you have De Soto?).

    Francis Drake (1540-1596): England’s greatest seaman of the Elizabethan period, Drake was an incredibly formidable privateer who terrorized the Spanish Main with a fleet of fifteen ships, then rescued a floundering English colony.

    When Drake joins the Congress, he increases the combat strengths of all your privateers by 50%. [He] gets you the 50% attack bonus for your Privateers (the only thing better than being able to buy 100 muskets is being able to steal them).

    John Paul Jones (1747-1792): Dashing Scottish naval commander who served for the colonies during the War of Independence, he demonstrated his incredible abilities in several daring exploits in battle, sinking many British ships.

    When Jones appears in the Congress, your colonial navy gains a frigate, without cost.


    Paul Revere (1735-1818): American patriot who served in the Continental Army during the War of Independence, he roused the minutemen as British amphibious forces approached. Paul Revere’s example as a patriot allows colonists working at productive duties to become 'minutemen' capable of rallying to the defense of the colony in times of need.

    Once Revere joins your Congress, a colony with no standing militia that is attacked will have a colonist automatically take up any muskets stockpiled in the colony in defense. The colony is still conquered if the colonist loses the combat, however.

    George Washington (1732-1799): Commander of American Revolutionary forces and first President of the United States, George Washington displayed a remarkable ability to train and inspire colonial forces to victory.

    Once Washington joins the Continental Congress, every non-veteran soldier or dragoon who wins a combat is upgraded in status.

    POLITICAL

    Benjamin Franklin (1706-1790): Colonial and later US Statesman, Franklin became the first postmaster, printer, and foreign ambassador in the English colonies. He was also one of the first great American scientists. Franklin, as ambassador to Europe in the Continental Congress, brings coherence to the colonies' relations with foreign powers.

    When Franklin joins your Congress, the King's European Wars have no further effect on the relations between powers in the New World, and the costs of negotiating with other powers is decreased. Also, all Europeans now offer peace to you, though at some cost. It becomes your choice to go to war... [He e]nsures that you'll get a peace treaty without any conditions.

    Thomas Jefferson (1743-1826): Great US statesman, framer of the Constitution, and third President, Jefferson's ideas promoted the development of democratic institutions within Colonial America.

    Jefferson's presence in the Congress increases Liberty Bell production of statesmen by 50%.


    Thomas Paine (1737-1809): An Englishman who migrated to Philadelphia, Paine wrote the important, inflammatory pamphlet "Common Sense", which strongly advocated total independence for the colonies. He later wrote "The Rights of Man" in favor of the French Revolution, and finally "The Age of Reason".

    When Paine comes to the Continental Congress, Liberty Bell production in all colonies is increased by the current tax rate.

    Pocahontas (1595-1617): Powhattan native princess who mediated tensions between the English colony at Jamestown and the Powhattan Confederacy of Virginia, Pocahontas married John Rolffe, an Englishman, which led to a period of peace between the Indians and the English.

    When Pocahontas joins the Congress, all tension levels between you and the natives are reduced to content, and from this time forward all native alarm is generated only one half as fast.

    Simon Bolivar (1783-1830): He organized and, in large part, conducted the rebellions in a vast area of northern South America, liberating current-day Venezuela, Colombia, Ecuador, Peru, and Bolivia.

    When Bolivar is in the Congress, Sons of Liberty membership in all your colonies is increased by 20%.

    RELIGIOUS

    Father Jean de Brebeuf (1593-1649): A French Jesuit Missionary, he died at the hands of the Iroquois in Huron country (now Canada) in a battle between the Hurons and Iroquois. He translated the Catechism into the Huron language and was canonized in 1930.

    With de Brebeuf in your Congress, all missionaries function as experts.

    William Brewster (1567-1644): One of the Pilgrim Fathers and framers of the Mayflower Compact, William Brewster served as the first Pilgrim minister, and was instrumental in organizing the party that sailed on the Mayflower.

    With Brewster in the Congress, you can select which of the three available immigrants in the recruitment pool is driven to the docks whenever religious unrest causes a immigrant to move from the recruitment pool to the docks . In addition, criminals and servants no longer appear on the docks to immigrate.

    Bartolome de Las Casas (1474-1566): The “Apostle of the Indians,” Las Casas was a Spanish missionary who sailed with Columbus third expedition. His efforts to protect the native population from slavery and abuse led him to speak on their behalf in the Spanish courts on several occasions.

    With Las Casas’ presence in the Congress, all currently existing native converts are assimilated into the colony as free colonists.

    William Penn (1644-1718): An English Quaker leader, William Penn obtained a large land grant in North America for religious freedom. He founded the state that later became Pennsylvania.

    With Penn in the Continental Congress, cross production in all colonies increases by 50%.


    Juan de Sepulveda (1490-1573): Spanish philosopher and “humanist,” Sepulveda argued for harsh treatment of the natives. He based his reasoning on the proposition that natives were incapable of ruling themselves because of their savagery; the fact that they were unable to resist invasion by the Spanish proved it...

    His presence in the Congress increases the chance that subjugated natives "convert" and join a colony.

    TRADE

    Jakob Fugger (1459-1525): Extremely successful German merchant active in early import and export business from the East Indies. Exceedingly rich, he loaned money to Emperor Maxmillian I of Germany.

    When Fugger joins the Congress, he erases the Crown's memory of parties you've had protesting taxes. In other words, you no longer owe back taxes before you can resume trading goods.

    Peter Minuit (1580-1639): Director-general of the Dutch West India Company's Colony in America, he bought the Island of Manhattan from the Indians for $24US.

    Once Minuit joins your Continental Congress, you no longer have to buy land from the aboriginals. [He] keeps the [aboriginal]s from charging you for their territory.

    Adam Smith (1723-1790): British economist who published the first major work of political economy "An Inquiry into the Nature and Causes of the Wealth of Nations", which was a detailed examination of the consequences of economic freedom.

    Smith’s presence in the Congress allows factory level buildings to be built in the colonies. Factories allow the production of 1 1/2 units of manufactured goods for each unit of raw materials processed.

    Peter Stuyvesant (1610-1672): First successful Governor of the Dutch colony of New Amsterdam (New York), he ruled harshly, and promotes increased trade and increased protection of New World interests.

    As part of your Congress, Stuyvesant allows construction of the custom house in your colonies which can streamline trade with Europe.

    Jan de Witt (1625-1672): Dutch statesmen, Chief Minister of the United Provinces of the Netherlands, he sought to abolish the office of the stadholder and to limit the power of the House of Orange, breaking their monopoly.

    When de Witt joins your Congress, trade with foreign colonies (by ship or wagon train) is allowed. In addition, your Foreign Affairs report will now tell you information about your European rivals.

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    • Colonization: Colonization of America
      by Martin Gühmann

      The four European powers available for play in Colonization are the ones that had the greatest and longest-lasting influence on the New World: England, France, Holland, and Spain. Says the game's developer/publisher MicroPROSE (MPS), [i]f we had included a fifth nation, we probably would have chosen Portugal. Although Portugal's influence was larger than the Netherland’s, Portugal fell under Spanish rule for much of the time covered by the game and its policies and circumstances were very similar to Spain's.

      These four major powers first looked across the Atlantic Ocean for a passage to Asia that would allow direct trade for spices, silk, and other valuable items, and avoid Arab middlemen. On the eve of the discovery and colonization of the New World, Portuguese explorers had rounded the Cape of Good Hope and opened just such a sea route through the Indian Ocean. The Portuguese fought to defend their monopoly over this route because it offered tremendous trade advantages over other European nations. The have-not nations, led by Christopher Columbus and Spain, eagerly sought an alternative route that would break Portuguese domination.

      As we know, Columbus's voyage of 1492 did not discover islands on the eastern fringe of Asia, as he believed, but found instead a tremendous new land mass, unknown to Europe, stretching nearly from pole to pole. As disappointment over failing to find an easy passage to Asia subsided, there arose a corresponding curiosity about what Columbus had found. The early explorers returned to Europe with tales of gold, silver, furs, virgin forests, farmland without end, new foodstuffs, tobacco, and new races of people. The visionaries of Europe saw a wide range of opportunities in the form of quick wealth, fiefdoms, homesteads, religious freedom, raw materials, trading profits, and souls to save.

      The following is a summary of the "real life" history of England, France, Holland, and Spain's activities in the New World as described by MPS in the game's manual.

      ...
      September 27, 2012, 16:43
    • Colonization: Independence: Founding Fathers
      by Martin Gühmann

      One uncredited player recommends that [i]f you have started your first colony near one of the other powers (especially the Dutch), turn your first colonist into a statesman. The reasoning is two-fold: first, you acquire your first Founding Father quickly and second, you will reach the critical 50% Sons of Liberty number very quickly. As this same player notes, [t]his will immediately eliminate the weakest colonial power from the new world. Early in the game the odds are decent that you will eliminate the Dutch (assuming you're not playing them). Because of their economic advantage they are seldom the power to be eliminated if you wait until later to reach 50%. [..] [I]n any event you will now only have to deal with [two] rival powers rather than [three].

      The order in which you work towards gaining the following Founder Fathers and in what order is open to much debate. One strategy offered is by the uncredited player first quoted above: Minuit, Cortez, De Soto, Franklin and Drake. His or her reasoning is simple: money. For more on why this is so, watch for his notes (highlighted in this colour) that appear in each of their entries.

      The following is a list of all the Founding Fathers that can be in your Continental Congress. A short biographical sketch and summary of the effects of each is also included.

      TRADE

      Francisco de Coronado (1510-1554): A Spanish Conquistador, he led the first European expedition into the American southwest. He was the first “white man” to observe the Grand Canyon, and the Pueblos of New Mexico.

      Coronado was a great and careful organizer and scout so when he joins your Congress, all colonies currently on the map are exposed, including the area immediately surrounding them.

      ...
      September 27, 2012, 16:41
    • Colonization: Independence: Tensions and Winning
      by Martin Gühmann

      The goal of Colonization is independence from the Crown. This is not an easy task. All the growth, planning, building, manufacturing, and exploration you’ve engaged in throughout the game will be tested by fire. You must withstand the onslaught of the Crown, and defeat his forces in war before your nation has the right to call itself sovereign.

      INCREASING TENSIONS

      As your colonial government improves and becomes responsive to the needs of its citizenry, the mother country begins to be perceived as the source of problems. The Crown is continually raising taxes -- for what appear to be whimsical purposes -- so that trade with the mother country is no longer as profitable for the colonies. The King’s share increases while the colonial share decreases.

      The growth and development of your government aids in your cause. As your colonies grow and your people work on creating government institutions, leaders emerge to help in the struggle. These “Founding Fathers” join the Continental Congress. A growing sense of independence and community in the colonists themselves aids the cause, making the people more productive and able. When half (50%) of your people feel a sense of urgency about severing the ties to the mother country, you may declare your independence!

      TAXATION AND BOYCOTT
      At the beginning of the game, the King of your home country is happy to support your efforts at colonization free of charge, but as time goes by, he’ll want a larger and larger cut of the profits. The primary method by which the King exacts payment is through the implementation of taxes. After all, he granted you the right to settle the New World, he supplied the initial funding and materials, and when you need naval support... who offers you the use of frigates and galleons?

      The King announces all tax increases and tells you the reason for imposing each new tax. The King always seems to have a reason for tax increases, but you may tire of them. Whenever he increases your tax rate, some of your people may rise up, expressing opposition to taxation without representation. You are given a choice of submitting to the new tax, or demonstrating against the Crown. If you demonstrate, by throwing some of your cargo into the sea and refusing to pay the new tax, rebel sentiment will increase but you will no longer be able to buy or sell that item in your home port until you pay all back taxes accumulated during the boycott.

      Once Jakob Fugger joins your Continental Congress, the Crown no longer remembers the anti-taxation “parties” you had, regardless of how many commodities you threw into the sea. You may once again trade the boycotted items, even if you never paid your back taxes.

      ...
      September 27, 2012, 16:37
    • Colonization: Natives and Foreign Powers: Foreign Powers
      by Martin Gühmann

      Aside from the details of growing your economy and expanding your population, you also have to contend with other European colonists and with natives. The cultures that the European invasion of the Americas forced into contact couldn’t have been more different.

      The competing Europeans have, for the most part, interests in common with your own. Like you, they want to establish profitable trade arrangements, expand their colonial empires, and build a viable society in the New World. Conflicts often develop over valuable resource deposits like silver mines, prime commodity lands, or ore deposits. In some cases too, there are conflicting land grants and charters. In addition to these issues, there are a host of purely European conflicts that date back through the generations and occasionally erupt into warfare that spills from Old World to New. In short, the behavior of both natives and Europeans can, at times, seem chaotic due to the complex societies from which it springs.

      All four European powers depicted in Colonization can be controlled by a human player. To help distinguish them from more than just name alone, each has their ows advantages and characteristics that they bring to the Imperial Age within the game. Each of these advantages and characteristics have basis in fact which is considered historically accurate.

      NATIONS

      The Dutch, English, French and Spanish competed for New World dominance, When the dust settled, only the British and Spanish remained. There are still French-speaking peoples in North America today, notably Louisian the Canadian province of Quebec which is home to the world's greatest concentration of Frenchmen outside of France. Colonization gives you the opportunity to change all of this.

      Every one of your European rivals will attempt to dominate the Americas, to establish a monopoly on the valuable trade coming in and out of American waters. As you operate your colonial concerns, you will encounter foreign vessels on the high seas and sometimes even in waters you consider your own. Rival Europeans aggressively attempt to colonize the entire area of the New World through whatever means available. If they sense weakness in your attitude or deployment, they are likely to take advantage of that and attack your forces. They attempt to capture your colonies and force allegiance to their rule upon the population.

      To achieve dominance in the New World, your rivals will use their naval and ground forces in a variety of ways to interrupt the smooth flow of your commerce.

      ...
      September 27, 2012, 16:35
    • Colonization: Natives and Foreign Powers: Natives
      by Martin Gühmann

      Aside from the details of growing your economy and expanding your population, you also have to contend with other European colonists and with natives. The cultures that the European invasion of the Americas forced into contact couldn’t have been more different.

      Generally speaking, the Amerindians had a long-standing, deeply-rooted respect for nature and viewed themselves as an integral part of the ecosystem. Some of the concepts that Europeans found basic to society such as “ownership” and “progress” meant little or were interpreted in totally different ways by these American natives. The vast differences which separated Amerindians from Europeans created misunderstandings that would flash into violent confrontations. Looking back, the friction seems inevitable— everything the European needed to grow and prosper (in his way of thinking), the aboriginal needed to maintain. Europeans were consumers, the natives, conservers.

      TRIBES

      None of the aboriginal tribes are human player controlable. They are all controlled by the game's Artifical Intelligence (AI). They are three different categories of native tribes: nomadic (Apache, Sioux, Tupi), woods-dwellers (Arawak, Cherokee, Iroquois) and city-dwellers (Aztec and Inca). They are represented by teepees, long-houses and pyramids or terraced stone buildings respectively.

      Each tribe consists of several settlements scattered over an area of the map. A settlement is the dwelling place of several braves that patrol the map nearby. Cities are much better defended than the other native settlements because of the large populations that dwell there. In addition, cities are wealthier than other settlement types -- according to European standards -- and are therefore much more likely to yield large treasures if captured. Villages are not as populated as cities, but are still quite well defended. Camps are poorly defended.

      ...
      September 27, 2012, 16:33
    • Colonization: The Old World
      by Martin Gühmann

      Regardless of what nationality you represent and how ‘independence minded’ you are, the bonds that bind you to your home country are strong and enduring. Your home country supplies you with people to populate the New World, ships to get them there, goods to trade with the aboriginals as well as muskets, tools, and other provisions that allow your colonies to exist in the early years. However, this relationship is not without price.

      The King wants to profit from your endeavors. He will charge exorbitant prices for seemingly indispensable skills and military equipment. He will tax your colonies in order to gain revenue for the Crown, and he’ll get you into unwanted wars with your rivals.

      EUROPEAN ECONOMY

      The prices of goods and commodities in Europe fluctuate throughout the game. The forces that drive the economy are many and varied. Each nation’s economy responds to the trade it is receiving from its colonies, but it also responds to the economies of other nations. The primary factor is the amount of trade in each commodity. In other words, the more of a particular item sold in Europe, the lower the price drops. If there is little trading activity in a particular good or commodity, then the price rises. The economy is strictly supply driven.

      To some extent, the prices in your home country are affected by trading activity in other ports of Europe. Therefore, if you can corner the market on an item that other powers are not trading, you can get rich fast. But since you cannot count on chance, it is to your advantage to remain flexible in your production capability, so you can switch from one item to another as easily as possible.

      September 27, 2012, 16:32
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